pokerogue/test/abilities/speed_boost.test.ts

116 lines
3.8 KiB
TypeScript

import { Stat } from "#enums/stat";
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
import type { CommandPhase } from "#app/phases/command-phase";
import { Command } from "#enums/command";
import type { AttemptRunPhase } from "#app/phases/attempt-run-phase";
describe("Abilities - Speed Boost", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.battleStyle("single")
.enemySpecies(SpeciesId.SHUCKLE)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyLevel(100)
.ability(AbilityId.SPEED_BOOST)
.enemyMoveset(MoveId.SPLASH)
.moveset([MoveId.SPLASH, MoveId.U_TURN]);
});
it("should increase speed by 1 stage at end of turn", async () => {
await game.classicMode.startBattle();
const playerPokemon = game.scene.getPlayerPokemon()!;
game.move.select(MoveId.SPLASH);
await game.toNextTurn();
expect(playerPokemon.getStatStage(Stat.SPD)).toBe(1);
});
it("should not trigger this turn if pokemon was switched into combat via attack, but the turn after", async () => {
await game.classicMode.startBattle([SpeciesId.SHUCKLE, SpeciesId.NINJASK]);
game.move.select(MoveId.U_TURN);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
const playerPokemon = game.scene.getPlayerPokemon()!;
expect(playerPokemon.getStatStage(Stat.SPD)).toBe(0);
game.move.select(MoveId.SPLASH);
await game.toNextTurn();
expect(playerPokemon.getStatStage(Stat.SPD)).toBe(1);
});
it("checking back to back swtiches", async () => {
await game.classicMode.startBattle([SpeciesId.SHUCKLE, SpeciesId.NINJASK]);
const [shuckle, ninjask] = game.scene.getPlayerParty();
game.move.select(MoveId.U_TURN);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
expect(game.scene.getPlayerPokemon()!).toBe(ninjask);
expect(ninjask.getStatStage(Stat.SPD)).toBe(0);
game.move.select(MoveId.U_TURN);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
expect(game.scene.getPlayerPokemon()!).toBe(shuckle);
expect(shuckle.getStatStage(Stat.SPD)).toBe(0);
game.move.select(MoveId.SPLASH);
await game.toNextTurn();
expect(shuckle.getStatStage(Stat.SPD)).toBe(1);
});
it("should not trigger this turn if pokemon was switched into combat via normal switch, but the turn after", async () => {
await game.classicMode.startBattle([SpeciesId.SHUCKLE, SpeciesId.NINJASK]);
game.doSwitchPokemon(1);
await game.toNextTurn();
const playerPokemon = game.scene.getPlayerPokemon()!;
expect(playerPokemon.getStatStage(Stat.SPD)).toBe(0);
game.move.select(MoveId.SPLASH);
await game.toNextTurn();
expect(playerPokemon.getStatStage(Stat.SPD)).toBe(1);
});
it("should not trigger if pokemon fails to escape", async () => {
await game.classicMode.startBattle([SpeciesId.SHUCKLE]);
const commandPhase = game.scene.phaseManager.getCurrentPhase() as CommandPhase;
commandPhase.handleCommand(Command.RUN, 0);
const runPhase = game.scene.phaseManager.getCurrentPhase() as AttemptRunPhase;
runPhase.forceFailEscape = true;
await game.phaseInterceptor.to("AttemptRunPhase");
await game.toNextTurn();
const playerPokemon = game.scene.getPlayerPokemon()!;
expect(playerPokemon.getStatStage(Stat.SPD)).toBe(0);
game.move.select(MoveId.SPLASH);
await game.toNextTurn();
expect(playerPokemon.getStatStage(Stat.SPD)).toBe(1);
});
});